(Civ 6) Top 10 Civs MISSING From Civilization 6

preview_player
Показать описание
Civilization 6 has 58 civs but some civ 6 civs are still missing. 10 civ 6 leaders that aren't in civilization 6 but should be added to civ 6. These civilization 6 leaders need to be added to civ vi asap. Civilization VI video by thecivlifer.

►Members:

00:00 Intro
00:46 Pirate Morocco
02:29 Inuit
03:53 Hittites
05:50 Huns
07:21 Italy
09:09 Bohemia (my favorite)
11:07 Austria
13:25 Iroquois
14:41 Timurids
16:15 Soviet Union
Рекомендации по теме
Комментарии
Автор

I'm still genuinely excited that they added Vietnam for the first time. I never thought I'd be able to play as my home country. I'm hoping they continue with passes or DLCs that give us even more Civs.

DungForever
Автор

The Normans
Leader: Willam the Conqueror
Civ ability: suffer 50% less loyalty penalties when settling cities, all cities start with 1 amenity. Trade post created instantly in conquered or settled cities
Leader Ability: May start joint wars with no grievances, all conquered cities gain full loyalty within 10 turns with garrisoned unit.
Unique unit: Norman Knight
55 strength, 4 movement, 2 sight
Ignore penalties vs anti-Calvary
10 iron only
Unique district: Castle Bailey ( encampment replacement)
Can be built at 50% cost of regular encampment, provides major adjacency bonus for other districts


So the Normans are pretty looked over but we’re instrumental in opening trade back up in Europe in the middle age.

kevincoleman
Автор

With the Inuit, I would prefer if, instead of fishing holes on snow tiles (which, after all, do have land beneath the snow, not water) you allowed them to work fishing holes in sea ice - making them the only civ in the game who can use them... (similar to Pachacuti's ability to work mountains)

nickjeffery
Автор

In addition to some unique industrial attribute, the Soviet Union should get big spy bonuses to reflect the effectiveness of the KGB. Some combo of the following: extra base spy slots, all spies start with a free random promotion, big combat bonuses in friendly & enemy cities you have a spy established in, captured spies work for you (+agent slot), capturing a spy grants extra output in the city where captured, ability to choose from all spy promotions, and all successful def and off ops grant era score.

felixjohnston
Автор

What about Ancient ISRAEL with King David as their leader? Bonuses with Desert tiles and pastures, make them a trading + religion civ with KILLER defensive military that gets MINUS military penalties OUTSIDE of their own territory + an interestesting APOLSTLE bonus of some sort or a special twist to the great prophet that we haven't seen before or maybe a BONUS 2nd pantheon when you discover a great prophet.

nomadkeller
Автор

One missing civilization that is chronically overlooked by the Civ devs is Ireland. Ireland played a hugely underappreciated role in the preservation of culture and knowledge after the fall of the Roman Empire. The monasteries of Ireland not only sent forth Christian missionaries to the rest of Europe but served as centers of education and bastions of art, literature, and history. They'd naturally make an amazing religion/culture civ.
Give them a unique temple replacement building that gives a bonus to culture production, maybe a free promotion to apostles (or even allow missionaries access to one apostle promotion). An obvious candidate for leader would be Brian Boru, the High King more or less credited with unifying Ireland after defeating the Norse.

evenmoor
Автор

The Holy Roman Empire: Charlemagne

Succesor of Caesar: you gain a permanent +1 combat modifier for every 4 eurekas triggered

King of the Romans: every time you hit a golden age gain +1 governer title. During a golden age each city full loyalty per turn gain 10% extra food and gold

Clerical school: a unique university replacement unlocked at the feudalism civic. All apostles and missionaries purchased in this city gain +2 movement

Caballarius: A unique replacement to the pikeman. Is able to attack twice per turn if no movement has been performed.

limbobilbo
Автор

I'd love to see Frederick the Great of Prussia be used if he hasn't been used in other games (only have played Civ 6)

nightdragonx
Автор

Wallachia with Vlad the Impaler
Special abilities
Idk
Also Wallachia with Michael the Brave or Basarab the First

georgegrenadex
Автор

Comanche - horsemen of the plains. I thought would’ve made it

raderman
Автор

I made a thematic civ of the GOTHS

They made huge migrations, escaping from nomads and ruled many areas in europe, as well as north africa and ukraine for quite some time. they were high quality merceneries, they later got assimilated or became smaller feudal powers and eventually disappeared. they are historically impactful, they are distinct as speakers of eastern germanic, and europe needs another "annoying" civilization after vikings.

They are a domination/generalist civilization similar to rome with a strong lategame.

Civ ability: Gothic Merceneries
- Gothic generals are stronger, grant +3 extra combat strength. (Gothic generals were number 1 class, they were used by romans, eastern romans and by different people as well)
- Goths have the ability to give their soldiers to other civilizations for 30 turns in return of gold when the units are in ally borders. Friendship and each level of alliance grant +1 strength to merceneries. (Goths were the most preferred merceneries of their time. This bonus is probably cancelled in teamgames. I think it is a nice idea to save an ally, the player can also get rid of unnecessary maintenance cost).

Theodoric's Leader ability: The Great Migration
- Gothic settlers ignores movement penalties from hills and forests. If a gothic city is 3 tiles away from 2 other gothic cities, it has +15 loyalty. (Goths migrated far places and settled in borders of rome in groups, they were flooding inside sometimes. If the necessary 3-city-plan is made, this bonus can be a nice forwad settling enabler, and extra movement is strong)

Unique unit: Huskarl
- Man at arms replacement unlocked by feudalism. Costs 10 iron. Huskarls are weaker than man at arms but they start with a free promotion. Each time they promote, they can pick between melee, anticavalry and light cavalry path, then they transform into that class. Anticavalry grants the usual bonus, melee has +3 strength and light cavalry has extra movement and the disadvantages of being a cavalry. When they are upgraded, they keep all the previous promotions. (I wanted to show the dexterity of gothic warriors by switching techniques as they promote, and they become strong after combining certain promotions from different paths).

Unique district: Government plaza with a flashy german name
- Unique Government Plaza on which Goths can build 2 buildings from each tier instead of one. Cost of the second building is a matter of balance, this bonus helps goths settler play and a versatile bonus for later on. (The skilled goths are part of the origins from many different people of today. Vizigoths turned out to be excellent landlords who surpassed neighbouring latin lords, ostrogoths were also excellent farmers despite being arrived later than the previous inhabitants, their versatility helped them to adopt new systems easily.).

trajansdailysalad
Автор

Italian unique unit suggestion: Galleass. It's a development of the Italian galleys used in the Mediterranean. They were used as larger trading ships but also as war ships because they were bigger and a bit more sturdy than most galleys and could carry more and larger artillery.

wadespaulding
Автор

I would like to see the Timurids, Mexico, the Franks, Bulgaria, the Medes, and the Visigoths added. The Medes and Visigoths would be good early game, Franks, Timurids, and Bulgaria mid game, and Mexico is a good late game Civ.

Skymoman
Автор

Austrian unique units may be (in my opinion)
- Landsknecht (Were primarily german origin and were really often recruited by Austria during 30YW). A pike & shot replacement that can only be bought through gold or smthn
- Imperial Cuirassier - Cuirassiers were an elite part of Austrian army during 30YW. Regular cuirassier replacement which is available in Renaissance and gets bonus against other cav units
- Grenzer - a light infantry drafted from different nations living within empire made to protect their borders. Some ranger replacement. Another variant is Jager which is almost the same thing. Ranged scout unit with a bonus on their home territory and/or forests

chaossymphony
Автор

Soviet Union unique improvement: Siberian Workhouse. Can be placed on strategic, bonus and luxury resources. Confers +1 production and +1 amenity, provides double adjacency bonus to industrial zones.

swapertxking
Автор

Austronesians

Start with open ocean sailing,
With a catamaran and settler.
catamaran as unique unit
Bonus to culture and faith and fishing tiles.
Starts as the suzerain of Rapi nui regardless of envoys.
Unique buildings of the Easter island statues. 200% production in golden age. 25% food in a dark age.

southpawflys
Автор

I miss the Celts. Not seen since Civ II.

Celtic warrior - Bronze Age warrior. After addition of Barracks, when completed, 2 units are born (Celts used men and women in their forces). Units generate similar fear as Indian Elephant

Civilian units are not impeded by forests or hills. Mines grant + yields

Cannot create a Diplomatic Square or Government Plaza

seanl
Автор

Very well thought through, I always liked the WW2 mod for Civ6 but it crashes too much. It would be cool if they made another game without all the feelings and made deeply involved military units and controversial countries.

zsmarine
Автор

Switzerland
Leader is William Tell
Leader ability, double war weariness for civil in a war with Switzerland +10% for each civ that is friends with Switzerland and an additional +10% for each ally.
Special unit: the Swiss guard (pikeman) if in territory of dominant religion +5 combat strength and double healing.
Building is bank, trade routes to and from cities with the bank produce 4 extra gold and complete in half the time.
Switzerland is a major world civ who maintained centuries of neutrality in a war then Europe while solidifying Christianity and protecting the Pope. They then formed the banking system that has been the benchmark for financial institutions for the last 150 years.

davidstadelmann
Автор

Alternative leader of the Netherlands:
Willem van Oranje
Leader Ability: 80 years war. Gain plus 1 combat strength for all units for every 10 turns you are at war. This resets once peace is made.
New unique unit (No longer zeven provinciën): Watergeus, unique medievil melee unit that gains plus 5 combat strength when attacking from a floodplain, plus 5 combat strength when attacking a floodplain tile, plus 5 combat strength when defending on a floodplain, and plus 5 combat strength when the attacking unit is on a floodplain. The Watergeus also uses the unique Dutch improvement, gaining plus 10 combat strength when on a polder.
Leader Agenda: Likes civilizations that deal with barbarians, likes civilizations with a strong navy, likes civilizations that trade with him, dislikes civilizations with a stronger land force than him, heavily dislikes when strong armies are near his borders

flawles
join shbcf.ru